“… when the
Imperator Vilorian the Second carried his sacred banners north into the Forest
of Wyrd, the first great shock of the campaign against the Dark Faerie was the loss
of the powers of prayer by those servants of the church who'd accompanied him. There
is little doubt this was due to the local heretical worship of saints rather
than the true gods Habuu, Velas and Salue (blessed be the three!). Curiously though,
after some time in the Forest, several knights of the Imperator's close retinue
found divine connection to the gods and received their favors. Or perhaps, as
some whispered, they drew favor from the primeval powers of the Forest rather
than the Three. In any case, the power now remains for these wyrd paladins.
Some 300 years later, the spiritual descendants of the Imperator’s crusaders continue
to roam the Forest of Wyrd and protect the realms of men from the Chaos of the
Dark Faerie..."
SPECIAL ABILITIES &
RESTRICTIONS
Hands of a Healer:
Once per day, a paladin can heal 3HP per level by
laying his hands on the wounded or injured. This can be split between multiple
recipients.
Skilled Warrior
Wyrd Paladins start with the same attack bonus as the fighter (+2); this increases by +1 every third level (i.e. at 3rd, 6th, 9th, etc)
Spell Casting:
Starting at 3rd level, a paladin may cast protective,
inquiring and healing spells.
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Bless 1
|
Augury 1
|
Cure Blindness 2
|
Detect Lie1
|
Cure Light Wounds 1
|
Find Traps 2
|
Cure Disease 1
|
Divination1
|
Detect Evil 1
|
Know Alignment 2
|
Cure Serious Wounds 1
|
Spell Immunity1
|
Detect Magic 2
|
Obscuring Mist 3
|
Dispel Magic 1
|
Tongues 2
|
Penetrate Disguise 3
|
Resist Cold 1
|
Remove Curse 1
|
|
Purify Food and
Drink 1
|
Resist Fire1
|
Sacrifice 1
|
|
Remove Fear 1
|
|||
Sanctuary 1
|
|||
1 Lamentations of the Flame Princess Cleric Spell
|
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2 Labyrinth Lord Advanced Edition Companion Cleric Spell
|
|||
3 Advanced Dungeons and Dragons 1st Ed Unearthed Arcana Cleric Spell
|
Paladins prepare and cast spells as per the rules for clerics (LotFP Rules and Magic p75). The exception is that they may not research new spells; paladins are limited to the above spell list
Protection
from Fey, 10' Radius:
A paladin may set up a circle which
will protect from all faerie creatures, both dark and light. This takes 1 turn, and the protection
continues as long as the protective circle is not breached and the paladin
remains true in mind and deed. Protection is automatic from all creatures of HD
equal to or less than the paladins' level. Fey creatures of greater hit dice
can pass the barrier if they make a successful save vs magic.
Summon Steed:
A paladin of 4th level or higher may call for his or
her fated steed. This is an intelligent animal, bonded by the Fates to the holy
warrior. It is faithful unto death, will never abandon or betray the paladin.
The steed will typically take the form of a heavy warhorse (HD 5+5, AC5) with the speed of a riding horse
[120"(40")]. However, other options are possible at the DM's
discretion. For example:
- White stag (HD 5, AC 7, D:1d8 headbutt, +2 reaction to all forest animals)
- Giant peacock (HD4+4, AC7, D:1d4 peck, cast one random 1st level paladin spell per day)
- Auroch (HD5, AC7, D: 1d8/1d8 trample)
- Giant badger (HD 3, AC4, D: 1d3/1d3/1d6)
- Lion (HD5, AC6, D:1d4+1/1d4+1/1d10)
- Giant Lizard (HD3+1, AC5, D: 1D8 bite)
Limited Possessions:
A paladin may never own more than eight (8) magic items, and may
retain only enough treasure to support him or herself in a modest manor and pay
his or her retainers a fair wage.
Champion of Law:
A paladin must be lawful in alignment. If the characters alignment
ever changes for any reason, he or she loses all special abilities and becomes
a fighter of the same level. If alignment is returned to lawful, the paladin
may regain his or her abilities after completing a suitable penance or
quest.
SAVING THROWS
|
SPELLS PER LEVEL
|
||||||||||||
PARALYSIS
|
POISON
|
BREATH
|
DEVICE
|
MAGIC
|
1
|
2
|
3
|
4
|
|||||
1
|
0
|
1D8
|
14
|
10
|
15
|
13
|
16
|
-
|
|||||
2
|
2750
|
+1D8
|
14
|
10
|
15
|
13
|
16
|
-
|
|||||
3
|
5500
|
+1D8
|
14
|
10
|
15
|
13
|
16
|
1
|
|||||
4
|
12000
|
+1D8
|
12
|
8
|
13
|
11
|
14
|
2
|
|||||
5
|
24000
|
+1D8
|
12
|
8
|
13
|
11
|
14
|
3
|
|||||
6
|
45000
|
+1D8
|
12
|
8
|
13
|
11
|
14
|
3
|
1
|
||||
7
|
95000
|
+1D8
|
10
|
6
|
11
|
9
|
12
|
3
|
2
|
||||
8
|
175000
|
+1D8
|
10
|
6
|
11
|
9
|
12
|
3
|
3
|
||||
9
|
350000
|
+1D8
|
10
|
6
|
11
|
9
|
12
|
3
|
3
|
1
|
|||
10
|
500000
|
+2*
|
8
|
4
|
9
|
7
|
10
|
3
|
3
|
2
|
|||
11
|
650000
|
+2*
|
8
|
4
|
9
|
7
|
10
|
4
|
3
|
2
|
|||
12
|
800000
|
+2*
|
8
|
4
|
9
|
7
|
10
|
4
|
3
|
2
|
1
|
||
13
|
950000
|
+2*
|
6
|
2
|
7
|
5
|
8
|
4
|
4
|
3
|
2
|
||
14
|
1100000
|
+2*
|
6
|
2
|
7
|
5
|
8
|
5
|
4
|
4
|
2
|
||
* Hit point modifiers from CON are ignored
|
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